yes you're right, with the rocket launcher it is possible to damage several players with a single rocket, causing the accuracy to be greater than 100% It can happen a lot with the rocket launcher if you shoot very close to another player as both the player and you will be damaged by the rocket explosion.

I'm not sure if I should limit the display to 100% or not ... it could avoid thinking it is a bug

I'm glad you liked playing it. I'm currently working on team deathmatch play .. I will post an update when it's done ! It will also include ammo + weapon pickup which for sure adds more fun and challenge to the gameplay I hope to finish this in one week or two.

I'd say accuracy is hitting *a* target, so you shouldn't be able to make up for a crappy gun accuracy by multi-fragging. Maybe there should be an "efficiency" factor, but that should probably figure in the total # of kills over a time period, otherwise a sniper that only ever took 3 shots would still get 100% (ok that's not likely in this game but you get the idea)

Hot stuffBut like others mentioned, it's hard for me to play longer because of the turning screen. Maybe that is why i get transformed into particles quicker than an eye blink.I had a strange mouse bug once: the cursor got trapped inside the chat window.The different weapons are fun for sure.Could the camera get closer to the scene ? That would give a more intense feeling of being part of the game, I think.

@sproingie : I think I gonna fix this by simply forbid a bullet/explosion to count for more than one hit

@65K : for the mouse bug, the only idea that comes to my mind is that you ran the game under windows, and when you started the server, the windows firewall popup appeared behing the game window. It happens to me each time I upgrade the jdk ( as the new jvm exe needs to be registered again ... ).For the zoom, I tested different ones and I've found the current one being a good compromise, as I don't want the view distance to be too short ... I could add something in the options to choose a zoom level, but it means that in multiplayer, a player with a big zoom will not have the same view distance as another one with a standard zoom .. so it would not be fair

@Joshua Waring: lol great, if you do play at school, tell me how it went ... and don't get caught by teachers

Here is a small video showing the latest progress. It's a 4 vs 4 team deathmatch. I should be able to provide a playable demo by the end of the weekend ( just have to finish a music track before .. ).Switch the video to HD, otherwise it's quite blurry

I just wanted to ask though as I couldn't see any options for it - have you considered not having the camera rotate around with the aiming like that? I cannot help but feel the game would be more fun with a cannon fodder control scheme.

thanks for your comment ! For the rotating camera, you're actually not the first one to ask My first intent when starting to make this game was to reproduce the controls of a FPS in 2D so for sure I will keep this. Then for having an optional different control scheme, my main objection is that the conditions for playing will not be the same for all the players (different view distance ...) ... so it might not be fair ... but in the end I'm not sure anymore I will think again about this

What's new :- new game mode : team deathmatch- pickable weapons/ammo on the maps- bots able to pickup weapons and health when needed- enhanced bots pathfinding- players name displayed ingame when in the same team or dead- new network lobby screen- enhanced background in the menus- smooth transitions between menu screens- ingame background music- default resolutions always available for windowed mode ( for matheus23 )

There was something available in the previous versions, but I think that nobody noticed In the display options, there is "Total FOW mode". If you enable it, all the areas of the map that are not visible by the player are completely black. This produces a kind of 3D effect + it helps focusing on what your player can actually see . I'm not sure if I will keep this, but it was only a few lines of codes to do it, so I've put it optional. If you try, please tell me what you think of it

Here is also a version with debug activated. In game you can press F1 to F10 to toggle debug infos. There is also an additional menu in the options ( in game again ) to toggle some more things.

Okay I have good and bad news, the good news is that we played it perfectly over a school network which has a obviously intense filter with 5 people (and got a teacher to join in)Bad news, I've left school so yerrr

Thanks matheus23 ( and lintfordpickle for one round ) for joining an internet server, I don't have a lot of opportunities to test the game over internet so that was cool.... and that was really fun too !! I added three maps to the server we played on at the beginning + I've run a new team deathmatch "permanent" ( meaning not on my laptop ) server with 5 maps as well

Okay I have good and bad news, the good news is that we played it perfectly over a school network which has a obviously intense filter with 5 people (and got a teacher to join in)Bad news, I've left school so yerrr

you shouldn't have left school !! Cause it's for sure the best place to play in LAN Moreover it seems that you've got some cool teachers .... too bad.

Okay I have good and bad news, the good news is that we played it perfectly over a school network which has a obviously intense filter with 5 people (and got a teacher to join in)Bad news, I've left school so yerrr

you shouldn't have left school !! Cause it's for sure the best place to play in LAN Moreover it seems that you've got some cool teachers .... too bad.

Yeah. I agree. Cool teachers. I guess they were your Programming teachers?

Yep I know that feeling... walking around and answering quesions all the time.... "eeeh? why is there an error in the last line of my class?" - "You forgot this: "}"..."repeat 600 times to see what I'm doin all the time in those lessons...

Do some sound samples come from Quake 3? It seems nice, keep up the good work.

hi, yes all the sound FX except the machine gun that I did, come from Quake 3. I will have to make them myself sooner or later ... but as I'm not an expert in this domain I always keep this for later Thanks for your comment

I think the rotation definitely stands out and adds its own sort of challenge to the game ... but if you want it playable with a controller, I'm a little more skeptical about it. Maybe with up for forward, but I'm not sure about it in a top-down view.

On the other hand, it'd be really interesting to see how the rotating map turns out with a touch screen.

I discourage you to infringe copyright. You can find some nice sound effects under free licenses until you can create your own ones.

I use these sound effects only as placeholders. The game is published only here, and before selling or distributing it, I will do my own sound effects. I've always been clear on this since the very first post here.So I don't think this is an issue ... I use these sound effects and not free ones, to have a better idea of the final result ... because the sounds that can be found under free licences are not good enough ( I've already spent hours on freesound.org and such ... )

... then if John Carmack reads this forum and asks me to remove these sounds, I will be glad to do so

I think the rotation definitely stands out and adds its own sort of challenge to the game ... but if you want it playable with a controller, I'm a little more skeptical about it. Maybe with up for forward, but I'm not sure about it in a top-down view.

On the other hand, it'd be really interesting to see how the rotating map turns out with a touch screen.

I think it could be good with a controller as well, using it the same way as for a FPS. The left stick would be the equivalent of the keyboard, and the right one the equivalent of the mouse.It's with a touchscreen that I'm skeptical I fact I don't think my gameplay is suited to a touchscreen ... but I rarely play on my phone, so I don't really know what kind of control is possible

You can run a dedicated server with the jar currently available. You can do this in 2 ways :1 - run the game as usual, when creating a server in the game, set internet game to "yes" and put the ports you want it to use ( or keep the defaults ) and set dedicated server to "true". This way the display will show the entire map with all the players visible.2 - for a dedicated server without display, you have to pass arguments in the command line when launching it :

1

java -jardaedalus-0.1.9.jarheadlessinstance={instance_id}

with {instance_id} an identifier of your choice ( you can run several servers on the same machine using different instance ids )

The first time you run this, it will create an empty server config file in {homeDir}/.shoot/0.1.4/server_{instance_id}.xmlYou can then edit this XML to configure the server. The handling of this config is not very robust for the time being, meaning that if you enter some unexpected values it will crash ( with or without explicit message saying what's wrong ... )When you're ok with the config file, run the game with the same arguments and it should be ok.Here is an exemple of the config file :

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